Except for Ganon's Shoryuken...also to those people who still read the list and comment on it, PLAY THE GAME! the changes look far less then they really are
I reset the game after seeing that. <_<
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Except for Ganon's Shoryuken...also to those people who still read the list and comment on it, PLAY THE GAME! the changes look far less then they really are
Lol, yea, that change is amazing. Makes edgehogging him much riskier.Except for Ganon's Shoryuken...
I reset the game after seeing that. <_<
I'm confused by what you mean by "refreshes." Does that mean that you could double jump, egg roll, and then double jump again, kinda like Falcon's/Ganon's down-B in Melee?-No helpless fall state out of Egg Roll; it instead refreshes his double jump
exactly, but you lose a lot of vertical range, not to be used a bunch like falcons wasI'm confused by what you mean by "refreshes." Does that mean that you could double jump, egg roll, and then double jump again, kinda like Falcon's/Ganon's down-B in Melee?
They didn't touch his recovery, but they reduced his kill power, which makes him have a difficult time killing. He's weaker, thus gimped.Wait, from what I have read in the OP, they really didn't touch MK's Recovery aspect. Would you be so kind as to clarify what you meant by the bolded part of the quote?
Also good luck with this project. While I currently have a preference to that other big modded Brawl project, I wouldn't mind seeing how this develops and grows.
These changes betray a bit of a lack of knowledge of her metagame. Peach Bomber is considered virtually useless in play, and never used in tournament except to slingshot off pillars and refresh moves, and for recovery (not as an attack). Forward smash, meanwhile, is not used for kills. The low cooldown of it and the raised angle make it an ideal anti-aerial spacing tool, and it is abused to shut down Marth (Stutter step a Fsmash backwards if he tries to tipper a fair, he misses and gets fsmashed).1. Peach
-Slightly more knockback on forward smash: golf club (70/50) -> (75/50), frying pan (68/30) -> (68/50)
-Slightly more knockback on Peach Bomber (40/50) -> (50/50)
Peach was already a good character with terrific pressuring ability. These changes compliment her existing KO power, hopefully bringing her up a notch.
Except the % buff on dtilt and dair could be so much better used on ftilt and uair. those attacks are far more common. sure it might increase his damage overall but when you land maybe 1 of those attacks (dtilt/dair) per stock... its hardly effective at allAlso, in general, a 1% damage buff is a lot. It adds up a lot as you hit with the move, and furthermore, it does increase the effectiveness of the knockback growth. Note that with a character like Sonic who lands a lot more hits than normal characters in exchange for his killing problems, that adds up a lot more than normal. Also, him having a notably better dash attack that is actually rewarding matters so much...
leafgreen386 said:Compensating knockback for damage changes written by leafgreen386
When using the hitbox mod, there are times when you want to change the damage while leaving the knockback of the move roughly the same. Although it's usually impossible to leave the move exactly as it was, you can get really close by following a few simple steps.
1) Make the new growth of the move equal to old growth * old damage / new damage. Rounding is at the editor's discretion. Sometimes, for some moves (ie. ones that are supposed to be used for combos) it's more appropriate to round down even if traditional rounding techniques say to round up, or vice-versa, if it would be more acceptable for the move to have more growth rather than less growth.
2) Subtract base equal to the damage you added (for damage buffs) or add base equal to the damage you subtracted (for damage nerfs). This part isn't perfect, but it usually works out about right for most moves, making it only a general guideline. Note that in general, this becomes less and less accurate as you make bigger damage changes, so if you're ever not sure, just use the following chart:
Simply use whichever value is closest to the move you're working with. Few moves operate outside of this spectrum, although there are some moves with extraordinarily low growth where say... 10% worth of damage is equivalent to 1 base (these moves are generally projectiles). If you run into one of these moves, simply use the formula original damage * original growth / 1025 to figure out what the base equivalent of 1% is to the move.Code:original damage * original growth | Base equivalent per 1% 0515 0.50 0685 0.67 0770 0.75 1025 1.00 1280 1.25 1365 1.33 1535 1.50
For the majority of damage changes, rounding makes it so it's about 1 base per 1%, but with more substantial changes (or more radical moves that shift toward one end or the other of the spectrum) you need to follow a slightly different pattern.
you heard the manI really like this a lot, way better than crappy Brawl+
we have the King's blessingI really like this a lot, way better than crappy Brawl+
We stopped Brawl+ bashing a while back. I expected juvenile and immature responses and posts from other people, but certainly not you. Of course I've been know to be wrong.I really like this a lot, way better than crappy Brawl+
The hell is with the dean type response? You act like bashing isn't done on a constant basis.We stopped Brawl+ bashing a while back. I expected juvenile and immature responses and posts from other people..
Ike's grab game is fine, they provide proper follow ups and frame traps based on weight and %. His grab game does what it should, and after about 5 hours of playing, he's fine. His biggest issue is that recovering high was NOT an option, it is a huge and beneficial option to use now. That's where it should end, he doesn't die unless he goes straight off the screen. I also think is that if he gets roy's counter (and I honestly think he should), the frame data for it should NOT change. It should be a high risk high reward move if the damage AND trajectory is going to change that significantly.Hey AA (and Thinkaman, of course),
We had a fairly good discussion on Ike on IRC and I (as well as a few other quality [not that I am calling myself a quality user] users, of course) had a few ideas that could go further in addressing your goal so as to "address Ike's weaknesses". We essentially came up with a few things which I'll place into "supported" and "We'll see if it works out" categories.
The main weakness we wanted to deal with was the immense ease with which it is possible to shut down Ike with proper shielding, lowering defenses only to combo Ike and then retreat. I'll list what we came up with that we think are very tame options that'll make Ike somewhat of a threat if he grabs you.
Supported:
1) Increase Ike's pummel damage from 3% to 4% and give it a cannon sound (just for kicks, haha). This serves to give him a way to refresh his moves and increase the damage his overall throw game does.
2) Make Ike's Down Throw work like Game and Watch's Down Throw in that it becomes a weak meteor that the opponent can tech and Ike can then tech chase. Increase the damage by a bit, to like 8% or 9% or so.
3) Ike is really bad at dealing with well played hit and run tactics and I feel that giving him Roy's counter would help in that regard. Make the countering frame from 8-23 with the same cooldown frame of 58 or whatever it was. This makes it faster but it lasts less (15 frames) and has a ton of cooldown. Increase the damage to 1.5x, give it fire (optional, of course) and give it Roy's weird trajectory to give Ike something to deal with hit and run.
4) Ike currently has a 0-60% combo on Bowser that is pretty scary, if nothing else. I feel it's only fair to remove this by adding a very tiny bit of knockback to Ike's Back Throw. I think 1% more will do the trick well enough.
We'll see how it works out:
1) Ike's weak grab game could possibly be improved by giving him an Up Throw that does 12% damage, but this needs testing to see how it works out.
2) Likewise, Ike's Forward Throw could be made into a kill throw but, once again, it must be tested.
With these changes I believe that he will truly come to about "Diddy" level as those weaknesses won't be as glaring. He'll still have his bad assortment of flaws but they'll be mitigated somewhat.
Finally I must admit that you did an amazing job with Quick Draw. It opened up so many possibilities that were so easily capable of being done in Vanilla Brawl it's almost mind boggling as to why they didn't do it.
So you should accept people being idiots and being straight up mean to an entire group of people cause it's the internet?The hell is with the dean type response? You act like bashing isn't done on a constant basis.
You should shrug it off unless it's a personal attack. If you treat every comment against something you enjoy as one then the problem isnt that gamers are inherently rude.So you should accept people being idiots and being straight up mean to an entire group of people cause it's the internet?
Under stage stalling has long since been stopped.Ike is gonna stall like a MF if this code ever is used in a tournament.